light_world.lua/lib/init.lua

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--[[
The MIT License (MIT)
Copyright (c) 2014 Marcus Ihde, Tim Anema
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]
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local _PACKAGE = string.gsub(...,"%.","/") or ""
if string.len(_PACKAGE) > 0 then
_PACKAGE = _PACKAGE .. "/"
end
local class = require(_PACKAGE..'class')
local Light = require(_PACKAGE..'light')
local Body = require(_PACKAGE..'body')
local util = require(_PACKAGE..'util')
local normal_map = require(_PACKAGE..'normal_map')
local PostShader = require(_PACKAGE..'postshader')
require(_PACKAGE..'postshader')
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local light_world = class()
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light_world.blurv = love.graphics.newShader(_PACKAGE.."shaders/blurv.glsl")
light_world.blurh = love.graphics.newShader(_PACKAGE.."shaders/blurh.glsl")
light_world.refractionShader = love.graphics.newShader(_PACKAGE.."shaders/refraction.glsl")
light_world.reflectionShader = love.graphics.newShader(_PACKAGE.."shaders/reflection.glsl")
function light_world:init(options)
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self.lights = {}
self.body = {}
self.post_shader = PostShader()
self.ambient = {0, 0, 0}
self.refractionStrength = 8.0
self.reflectionStrength = 16.0
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self.reflectionVisibility = 1.0
self.blur = 2.0
self.glowBlur = 1.0
self.glowTimer = 0.0
self.glowDown = false
self.drawBackground = function() end
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self.drawForeground = function() end
options = options or {}
for k, v in pairs(options) do self[k] = v end
self:refreshScreenSize()
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end
function light_world:refreshScreenSize(w, h)
w, h = w or love.window.getWidth(), h or love.window.getHeight()
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self.render_buffer = love.graphics.newCanvas(w, h)
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self.normal = love.graphics.newCanvas(w, h)
self.normal2 = love.graphics.newCanvas(w, h)
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self.normalMap = love.graphics.newCanvas(w, h)
self.shadowMap = love.graphics.newCanvas(w, h)
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self.glowMap = love.graphics.newCanvas(w, h)
self.glowMap2 = love.graphics.newCanvas(w, h)
self.refractionMap = love.graphics.newCanvas(w, h)
self.refractionMap2 = love.graphics.newCanvas(w, h)
self.reflectionMap = love.graphics.newCanvas(w, h)
self.reflectionMap2 = love.graphics.newCanvas(w, h)
self.blurv:send("screen", {w, h})
self.blurh:send("screen", {w, h})
self.refractionShader:send("screen", {w, h})
self.reflectionShader:send("screen", {w, h})
for i = 1, #self.lights do
self.lights[i]:refresh(w, h)
end
self.post_shader:refreshScreenSize(w, h)
end
function light_world:draw(l,t,s)
l,t,s = (l or 0), (t or 0), s or 1
local w, h = love.graphics.getWidth(), love.graphics.getHeight()
util.drawto(self.render_buffer, l, t, s, function()
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self.drawBackground( l,t,w,h,s)
self.drawForeground( l,t,w,h,s)
self:drawMaterial( l,t,w,h,s)
self:drawNormalShading( l,t,w,h,s)
self:drawGlow( l,t,w,h,s)
self:drawRefraction( l,t,w,h,s)
self:drawReflection( l,t,w,h,s)
end)
self.post_shader:drawWith(self.render_buffer, l, t, s)
end
function light_world:drawBlur(blendmode, blur, canvas, canvas2, l, t, w, h, s)
if blur <= 0 then
return
end
canvas2:clear()
self.blurv:send("steps", blur)
self.blurh:send("steps", blur)
util.drawCanvasToCanvas(canvas, canvas2, {shader = self.blurv, blendmode = blendmode})
util.drawCanvasToCanvas(canvas2, canvas, {shader = self.blurh, blendmode = blendmode})
end
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-- draw normal shading
function light_world:drawNormalShading(l,t,w,h,s)
if not self.isShadows then
return
end
-- create normal map
self.normalMap:clear()
util.drawto(self.normalMap, l, t, s, function()
for i = 1, #self.body do
self.body[i]:drawNormal()
end
end)
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self.normal2:clear()
for i = 1, #self.lights do
self.shadowMap:clear()
util.drawto(self.shadowMap, l, t, s, function()
for k = 1, #self.body do
self.body[k]:drawCalculatedShadow(self.lights[i])
end
end)
self.lights[i]:drawNormalShading(l,t,w,h,s, self.normalMap, self.shadowMap, self.normal2)
end
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self.normal:clear(255, 255, 255)
util.drawCanvasToCanvas(self.normal2, self.normal, {blendmode = "alpha"})
util.drawto(self.normal, l, t, s, function()
love.graphics.setBlendMode("additive")
love.graphics.setColor({self.ambient[1], self.ambient[2], self.ambient[3]})
love.graphics.rectangle("fill", -l/s, -t/s, w/s,h/s)
end)
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util.drawCanvasToCanvas(self.normal, self.render_buffer, {blendmode = "multiplicative"})
end
-- draw material
function light_world:drawMaterial(l,t,w,h,s)
for i = 1, #self.body do
self.body[i]:drawMaterial()
end
end
-- draw glow
function light_world:drawGlow(l,t,w,h,s)
if not self.isShadows then
return
end
-- create glow map
self.glowMap:clear(0, 0, 0)
util.drawto(self.glowMap, l, t, s, function()
if self.glowDown then
self.glowTimer = math.max(0.0, self.glowTimer - love.timer.getDelta())
if self.glowTimer == 0.0 then
self.glowDown = not self.glowDown
end
else
self.glowTimer = math.min(self.glowTimer + love.timer.getDelta(), 1.0)
if self.glowTimer == 1.0 then
self.glowDown = not self.glowDown
end
end
for i = 1, #self.body do
self.body[i]:drawGlow()
end
end)
light_world:drawBlur("alpha", self.glowBlur, self.glowMap, self.glowMap2, l, t, w, h, s)
util.drawCanvasToCanvas(self.glowMap, self.render_buffer, {blendmode = "additive"})
end
-- draw refraction
function light_world:drawRefraction(l,t,w,h,s)
if not self.isRefraction then
return
end
-- create refraction map
self.refractionMap:clear()
util.drawto(self.refractionMap, l, t, s, function()
for i = 1, #self.body do
self.body[i]:drawRefraction()
end
end)
util.drawCanvasToCanvas(self.render_buffer, self.refractionMap2)
self.refractionShader:send("backBuffer", self.refractionMap2)
self.refractionShader:send("refractionStrength", self.refractionStrength)
util.drawCanvasToCanvas(self.refractionMap, self.render_buffer, {shader = self.refractionShader})
end
-- draw reflection
function light_world:drawReflection(l,t,w,h,s)
if not self.isReflection then
return
end
-- create reflection map
self.reflectionMap:clear(0, 0, 0)
util.drawto(self.reflectionMap, l, t, s, function()
for i = 1, #self.body do
self.body[i]:drawReflection()
end
end)
util.drawCanvasToCanvas(self.render_buffer, self.reflectionMap2)
self.reflectionShader:send("backBuffer", self.reflectionMap2)
self.reflectionShader:send("reflectionStrength", self.reflectionStrength)
self.reflectionShader:send("reflectionVisibility", self.reflectionVisibility)
util.drawCanvasToCanvas(self.reflectionMap, self.render_buffer, {shader = self.reflectionShader})
end
-- new light
function light_world:newLight(x, y, red, green, blue, range)
self.lights[#self.lights + 1] = Light(x, y, red, green, blue, range)
self.isLight = true
return self.lights[#self.lights]
end
function light_world:clear()
light_world:clearLights()
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light_world:clearBodies()
end
-- clear lights
function light_world:clearLights()
self.lights = {}
self.isLight = false
end
-- clear objects
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function light_world:clearBodies()
self.body = {}
self.isShadows = false
self.isRefraction = false
self.isReflection = false
end
function light_world:setBackgroundMethod(fn)
self.drawBackground = fn or function() end
end
function light_world:setForegroundMethod(fn)
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self.drawForeground = fn or function() end
end
-- set ambient color
function light_world:setAmbientColor(red, green, blue)
self.ambient = {red, green, blue}
end
-- set blur
function light_world:setBlur(blur)
self.blur = blur
end
-- set blur
function light_world:setShadowBlur(blur)
self.blur = blur
end
-- set glow blur
function light_world:setGlowStrength(strength)
self.glowBlur = strength
end
-- set refraction blur
function light_world:setRefractionStrength(strength)
self.refractionStrength = strength
end
-- set reflection strength
function light_world:setReflectionStrength(strength)
self.reflectionStrength = strength
end
-- set reflection visibility
function light_world:setReflectionVisibility(visibility)
self.reflectionVisibility = visibility
end
-- new rectangle
function light_world:newRectangle(x, y, w, h)
self.isShadows = true
return self:newBody("rectangle", x, y, w, h)
end
-- new circle
function light_world:newCircle(x, y, r)
self.isShadows = true
return self:newBody("circle", x, y, r)
end
-- new polygon
function light_world:newPolygon(...)
self.isShadows = true
return self:newBody("polygon", ...)
end
-- new image
function light_world:newImage(img, x, y, width, height, ox, oy)
self.isShadows = true
return self:newBody("image", img, x, y, width, height, ox, oy)
end
-- new refraction
function light_world:newRefraction(normal, x, y, width, height)
self.isRefraction = true
return self:newBody("refraction", normal, x, y, width, height)
end
-- new refraction from height map
function light_world:newRefractionHeightMap(heightMap, x, y, strength)
local normal = normal_map.fromHeightMap(heightMap, strength)
self.isRefraction = true
return self.newRefraction(p, normal, x, y)
end
-- new reflection
function light_world:newReflection(normal, x, y, width, height)
self.isReflection = true
return self:newBody("reflection", normal, x, y, width, height)
end
-- new reflection from height map
function light_world:newReflectionHeightMap(heightMap, x, y, strength)
local normal = normal_map.fromHeightMap(heightMap, strength)
self.isReflection = true
return self.newReflection(p, normal, x, y)
end
-- new body
function light_world:newBody(type, ...)
local id = #self.body + 1
self.body[id] = Body(id, type, ...)
return self.body[#self.body]
end
-- get body count
function light_world:getBodyCount()
return #self.body
end
-- get light
function light_world:getBody(n)
return self.body[n]
end
-- get light count
function light_world:getLightCount()
return #self.lights
end
-- get light
function light_world:getLight(n)
return self.lights[n]
end
function light_world:remove(to_kill)
if to_kill:is_a(Body) then
for i = 1, #self.body do
if self.body[i] == to_kill then
table.remove(self.body, i)
return true
end
end
elseif to_kill:is_a(Light) then
for i = 1, #self.lights do
if self.lights[i] == to_kill then
table.remove(self.lights, i)
return true
end
end
end
-- failed to find it
return false
end
return light_world